Ah. It's all to do with return 0f;
Yep. In my case this is a oneshot action. Only needs to happen once and what I hadn't clocked / understood in the template was the if(!isRunning) structure for things running more than a single frame.
@ChrisIceBox Yup. Confirmed. A signal ran the action list perfectly fine.
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Just dragged the action list object from the hierarchy onto the signal and set it to Interaction.Interact. Now it gets fired when the timeline hits this signal.
Cool. I'm starting to give that a go now. One thing I'm experiencing is even if the menu position is set to follow cursor it's very offset from the mouse cursor. Are there any parameters that jump to your mind that would affect this?
Hello @ChrisIceBox
Interaction method for the project is set to custom script & Inventory box type is set to default.
I assumed all my custom setup shenanigans at some point might have prevented any default AC stuff like this from happening?
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So close!
I've realised I've gone and done this a silly way. What you see there is a text label which is an element of the inventory menu. The resposition is being done via code. This is also why the label gets cropped because it's restri…
For now I'm doing a actionList.parameters.Count. If it's greater than 0 then I can tell an action list has parameters on it at all which is enough to keep me going for now!
Ah, reading the manual and what do I discover? Action lists can have parameters set on them. This sounds perfect.
I'm still a little inexperienced with handling lists in C#, how via script would I check to see if an action list has a parameter setu…
Alright, so, I've implemented this solution for now;
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Here's the clincher - I don't care about all action lists. Is there a way I could set a parameter on an action list and read that in at this point?
Thanks!
I've more than a few large Action Lists which are the result of conversations with NPCs and the fact I'm using 'override options'. @kloot @ChrisIceBox would the recommended approach be to seperate conversation options into new action lists?
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@ChrisIceBox Thanks. It's just one of the quality of life improvements that would improve working with action lists.
Out of interest, when you have very large action lists, how do you navigate connectors around? Any tips?
@ChrisIceBox Yeah, that was my first thought as well, but that will fire when any action list begins, correct? I can't figure out how I can use that to know if an action list has been started specifically by a player action.
Hey Chris.
Indeed, I see one OnDownload at startup. The three mentioned however appear in the same instant during gameplay; when that action list above is triggered.
Bit of context, that action list is attached to the appearance of conversation op…